Mercurial > nagslang
annotate nagslang/game_object.py @ 162:507df17cfbaf
Pictures for lights and switches.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Tue, 03 Sep 2013 01:00:29 +0200 |
parents | 0c9b0449485e |
children | 054944c6472b |
rev | line source |
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1 import math |
62 | 2 |
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3 import pygame |
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4 import pymunk |
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5 import pymunk.pygame_util |
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6 |
107 | 7 from nagslang.constants import ( |
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8 SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW, |
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9 ZORDER_FLOOR) |
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10 from nagslang.options import options |
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11 from nagslang.resources import resources |
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12 |
82 | 13 |
106
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14 class PuzzleGlue(object): |
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15 """Glue that holds bits of a puzzle together. |
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16 """ |
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17 def __init__(self): |
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18 self._components = {} |
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19 |
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20 def add_component(self, name, puzzler): |
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21 if not isinstance(puzzler, Puzzler): |
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22 puzzler = puzzler.puzzler |
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23 self._components[name] = puzzler |
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24 puzzler.set_glue(self) |
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25 |
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26 def get_state_of(self, name): |
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27 return self._components[name].get_state() |
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28 |
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29 |
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30 class Puzzler(object): |
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31 """Behaviour specific to a puzzle component. |
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32 """ |
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33 def set_glue(self, glue): |
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34 self.glue = glue |
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35 |
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36 def set_game_object(self, game_object): |
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37 self.game_object = game_object |
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38 |
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39 def get_state(self): |
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40 raise NotImplementedError() |
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41 |
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42 |
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43 class FloorSwitchPuzzler(Puzzler): |
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44 def get_state(self): |
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45 space = self.game_object.get_space() |
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46 for shape in space.shape_query(self.game_object.get_shape()): |
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47 if shape.collision_type in SWITCH_PUSHERS: |
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48 return True |
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49 return False |
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50 |
59 | 51 |
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52 class StateProxyPuzzler(Puzzler): |
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53 def __init__(self, state_source): |
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54 self._state_source = state_source |
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55 |
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56 def get_state(self): |
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57 return self.glue.get_state_of(self._state_source) |
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58 |
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59 |
140 | 60 class StateLogicalAndPuzzler(Puzzler): |
61 def __init__(self, *state_sources): | |
62 self._state_sources = state_sources | |
63 | |
64 def get_state(self): | |
65 for state_source in self._state_sources: | |
66 if not self.glue.get_state_of(state_source): | |
67 return False | |
68 return True | |
69 | |
70 | |
59 | 71 class Physicser(object): |
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72 def __init__(self, space): |
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73 self._space = space |
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74 |
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75 def get_space(self): |
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76 return self._space |
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77 |
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78 def set_game_object(self, game_object): |
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79 self.game_object = game_object |
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80 |
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81 def get_shape(self): |
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82 raise NotImplementedError() |
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83 |
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84 def add_to_space(self): |
59 | 85 raise NotImplementedError() |
86 | |
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87 def remove_from_space(self): |
59 | 88 raise NotImplementedError() |
89 | |
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90 def get_render_position(self, surface): |
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91 raise NotImplementedError() |
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92 |
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93 def get_angle(self): |
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94 raise NotImplementedError() |
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95 |
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96 def apply_impulse(self, j, r=(0, 0)): |
59 | 97 raise NotImplementedError() |
98 | |
99 | |
100 class SingleShapePhysicser(Physicser): | |
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101 def __init__(self, space, shape): |
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102 super(SingleShapePhysicser, self).__init__(space) |
59 | 103 self._shape = shape |
104 | |
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105 def get_shape(self): |
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106 return self._shape |
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107 |
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108 def add_to_space(self): |
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109 self.get_space().add(self._shape) |
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110 if not self._shape.body.is_static: |
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111 self.get_space().add(self._shape.body) |
59 | 112 |
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113 def remove_from_space(self): |
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114 self.get_space().remove(self._shape) |
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115 if not self._shape.body.is_static: |
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116 self.get_space().remove(self._shape.body) |
59 | 117 |
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118 def get_render_position(self, surface): |
59 | 119 pos = self._shape.body.position |
120 return pymunk.pygame_util.to_pygame(pos, surface) | |
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121 |
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122 def get_angle(self): |
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123 return self._shape.body.angle |
59 | 124 |
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125 def apply_impulse(self, j, r=(0, 0)): |
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126 return self._shape.body.apply_impulse(j, r) |
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127 |
59 | 128 |
129 class Renderer(object): | |
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130 def set_game_object(self, game_object): |
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131 self.game_object = game_object |
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132 |
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133 def _render_shape(self, surface): |
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134 shape = self.game_object.get_shape() |
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135 # Less general that pymunk.pygame_util.draw, but also a lot less noisy. |
123
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136 color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) |
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137 # We only explicitly draw Circle and Poly shapes. Everything else we |
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138 # forward to pymunk. |
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139 if isinstance(shape, pymunk.Circle): |
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140 centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) |
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141 radius = int(shape.radius) |
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142 pygame.draw.circle(surface, color, centre, radius, 2) |
123
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143 elif isinstance(shape, pymunk.Poly): |
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144 # polygon bounding box |
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145 points = [pymunk.pygame_util.to_pygame(p, surface) |
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146 for p in shape.get_vertices()] |
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147 pygame.draw.lines(surface, color, True, points, 2) |
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148 else: |
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149 pymunk.pygame_util.draw(surface, shape) |
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150 |
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151 def render(self, surface): |
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152 if options.debug: |
155
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153 self._render_shape(surface) |
59 | 154 |
143
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155 def animate(self): |
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156 # Used by time animatations to advance the clock |
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157 pass |
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158 |
59 | 159 |
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160 def image_pos(image, pos): |
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161 return (pos[0] - image.get_width() / 2, |
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162 pos[1] - image.get_height() / 2) |
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163 |
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164 |
59 | 165 class ImageRenderer(Renderer): |
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166 def __init__(self, image): |
59 | 167 self._image = image |
168 | |
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169 def get_image(self): |
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170 return self._image |
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171 |
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172 def rotate_image(self, image): |
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173 angle = self.game_object.get_render_angle() * 180 / math.pi |
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174 return pygame.transform.rotate(image, angle) |
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175 |
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176 def render_image(self, surface, image): |
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177 image = self.rotate_image(image) |
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178 pos = self.game_object.get_render_position(surface) |
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179 surface.blit(image, image_pos(image, pos)) |
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180 |
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181 def render(self, surface): |
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182 self.render_image(surface, self.get_image()) |
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183 super(ImageRenderer, self).render(surface) |
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184 |
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185 |
162
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186 class ImageStateRenderer(ImageRenderer): |
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187 def __init__(self, state_images): |
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188 self._state_images = state_images |
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189 |
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190 def get_image(self): |
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191 return self._state_images[self.game_object.puzzler.get_state()] |
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192 |
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193 |
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194 class FacingImageRenderer(ImageRenderer): |
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195 def __init__(self, left_image, right_image): |
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196 self._images = { |
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197 'left': left_image, |
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198 'right': right_image, |
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199 } |
159 | 200 self._face = 'left' |
201 | |
202 def _update_facing(self, angle): | |
203 if abs(angle) < math.pi / 2: | |
204 self._face = 'right' | |
205 elif abs(angle) > math.pi / 2: | |
206 self._face = 'left' | |
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207 |
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208 def rotate_image(self, image): |
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209 # Facing images don't get rotated. |
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210 return image |
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211 |
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212 def get_facing_image(self): |
159 | 213 return self._images[self._face] |
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214 |
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215 def get_image(self): |
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216 angle = self.game_object.get_render_angle() |
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217 self._update_facing(angle) |
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218 return self.get_facing_image() |
59 | 219 |
220 | |
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221 class AnimatedFacingImageRenderer(FacingImageRenderer): |
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222 def __init__(self, left_images, right_images): |
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223 self._images = { |
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224 'left': left_images, |
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225 'right': right_images, |
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226 } |
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227 self._frame = 0 |
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228 self._moving = False |
159 | 229 self._face = 'left' |
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230 |
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231 def get_facing_image(self): |
159 | 232 if self._frame >= len(self._images[self._face]): |
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233 self._frame = 0 |
159 | 234 return self._images[self._face][self._frame] |
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235 |
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236 def animate(self): |
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237 if self._moving: |
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238 self._frame += 1 |
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239 else: |
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240 self._frame = 0 |
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241 |
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242 def start(self): |
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243 self._moving = True |
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244 |
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245 def stop(self): |
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246 self._moving = False |
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247 |
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248 |
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249 class TimedAnimatedRenderer(ImageRenderer): |
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250 |
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251 def __init__(self, images): |
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252 self._images = images |
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253 self._frame = 0 |
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254 self._image = None |
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255 |
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256 def get_image(self): |
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257 if self._frame > len(self._imaages): |
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258 self._frame = 0 |
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259 return self._images[self._frame] |
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260 |
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261 def animate(self): |
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262 self._frame += 1 |
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263 |
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264 |
133 | 265 class ShapeRenderer(Renderer): |
266 def render(self, surface): | |
267 self._render_shape(surface) | |
268 super(ShapeRenderer, self).render(surface) | |
269 | |
270 | |
271 class ShapeStateRenderer(ShapeRenderer): | |
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272 """Renders the shape in a different colour depending on the state. |
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273 |
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274 Requires the game object it's attached to to have a puzzler. |
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275 """ |
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276 def render(self, surface): |
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277 if self.game_object.puzzler.get_state(): |
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278 color = pygame.color.THECOLORS['green'] |
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279 else: |
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280 color = pygame.color.THECOLORS['red'] |
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281 |
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282 self.game_object.get_shape().color = color |
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283 super(ShapeStateRenderer, self).render(surface) |
59 | 284 |
285 | |
133 | 286 def damping_velocity_func(body, gravity, damping, dt): |
287 """Apply custom damping to this body's velocity. | |
288 """ | |
289 damping = getattr(body, 'damping', damping) | |
290 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
291 | |
292 | |
293 def make_body(mass, moment, position, damping=None): | |
294 body = pymunk.Body(mass, moment) | |
145
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295 body.position = tuple(position) |
133 | 296 if damping is not None: |
297 body.damping = damping | |
298 body.velocity_func = damping_velocity_func | |
299 return body | |
300 | |
301 | |
59 | 302 class GameObject(object): |
303 """A representation of a thing in the game world. | |
304 | |
305 This has a rendery thing, physicsy things and maybe some other things. | |
306 """ | |
307 | |
162
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308 zorder = ZORDER_LOW |
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309 |
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310 def __init__(self, physicser, renderer, puzzler=None): |
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311 self.physicser = physicser |
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312 physicser.set_game_object(self) |
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313 self.physicser.add_to_space() |
59 | 314 self.renderer = renderer |
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315 renderer.set_game_object(self) |
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316 self.puzzler = puzzler |
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317 if puzzler is not None: |
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318 puzzler.set_game_object(self) |
59 | 319 |
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320 def get_space(self): |
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321 return self.physicser.get_space() |
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322 |
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323 def get_shape(self): |
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324 return self.physicser.get_shape() |
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325 |
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326 def get_render_position(self, surface): |
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327 return self.physicser.get_render_position(surface) |
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328 |
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329 def get_render_angle(self): |
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330 return self.physicser.get_angle() |
59 | 331 |
332 def render(self, surface): | |
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333 return self.renderer.render(surface) |
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334 |
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335 def animate(self): |
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336 self.renderer.animate() |
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337 |
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338 |
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339 class FloorSwitch(GameObject): |
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340 zorder = ZORDER_FLOOR |
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341 |
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342 def __init__(self, space, position): |
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343 body = make_body(None, None, position) |
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344 self.shape = pymunk.Circle(body, 30) |
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345 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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346 self.shape.sensor = True |
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347 super(FloorSwitch, self).__init__( |
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348 SingleShapePhysicser(space, self.shape), |
162
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349 ImageStateRenderer({ |
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350 True: resources.get_image('objects', 'sensor_on.png'), |
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351 False: resources.get_image('objects', 'sensor_off.png'), |
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352 }), |
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353 FloorSwitchPuzzler(), |
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354 ) |
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355 |
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356 |
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357 class FloorLight(GameObject): |
162
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358 zorder = ZORDER_FLOOR |
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359 |
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360 def __init__(self, space, position, state_source): |
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361 body = make_body(None, None, position) |
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362 self.shape = pymunk.Circle(body, 10) |
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363 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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364 self.shape.sensor = True |
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365 super(FloorLight, self).__init__( |
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366 SingleShapePhysicser(space, self.shape), |
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367 ImageStateRenderer({ |
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368 True: resources.get_image('objects', 'light_on.png'), |
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369 False: resources.get_image('objects', 'light_off.png'), |
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370 }), |
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371 StateProxyPuzzler(state_source), |
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372 ) |
133 | 373 |
374 | |
375 class Box(GameObject): | |
376 def __init__(self, space, position): | |
377 body = make_body(10, 10000, position, damping=0.5) | |
378 self.shape = pymunk.Poly( | |
379 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
380 self.shape.collision_type = COLLISION_TYPE_BOX | |
381 super(Box, self).__init__( | |
382 SingleShapePhysicser(space, self.shape), | |
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383 ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 384 ) |